dom700
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Everything posted by dom700
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This, why bother with a tidy network if you can let total chaos rule?
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
It works perfectly fine, it just cannot plot you a nice graph (Since the node is just escape + a few m/s I am guessing it is the optimum, the timing (when aptur crosses kerbins plane) also seems perfect -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
Wth 1400-1600?! I am using transfer window planner and it gives me a transfer which is basically just Kerbin escape + a few m/s + 60 m/s (or so) for capture -> about 800 in total... On the other hand what you wrote about the return is totally true, you hit the atmosphere very easily, but you need quite a bit more for a nice orbit (I always come back to refuel and exchance experiments) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
eddiew, about the atmosphere, you are on to a problem I have had for quite some time now. Atmospheres right now have only 2 influences, they add drag/heat and some have oxygen. I just wish there would be a way for more diverse atmospheres. Like your CO2 atmosphere, I would like to use CO2 scrubbers there to generate oxygen (obviously not for engines, but at least for life support). Other atmospheres would contain xenon to extract, others maybe water. Right now it feels quite dull About the New Horizon system: I actually like the "backstory" of Serran, which explains the lack of ocean, and I am fine with that (not like any of us would be sending a submarine to an ocean world anyway). Lave on the other hand I don't really know what to think, but basically such a vast system should also have space for "boring" worlds, not that I consider it boring. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
Lol, screenshot 8. I made a screenshot of an earthquake event as well -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
At the moment I have a rescue mission for a kerbal that got stranded on the blue side, still trying to figure out how to do that -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
On a small note to anyone using Final Frontier: Using the Planetfactory Addon for FinalFrontier I made it compatible with New Horizon (renaming the planet names in the folders (not so necessary) and in the .info file from PlanetFactory's worlds to New Horizon's. (not uploading anything because of simplicity, just thought I'd share) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
Hello, I have run into some issues with Aptur. I was trying to complete some surface survey missions, but on one areaI basically gave up. Upon return of my kerbal the lander would always (tested 3 different landing spots) suddenly glitch into the ground (only the parachute on top was still visible) and of course explode immediately. The area in question was that "HUGE" 25 degree slope on the northern part of Aptur. -
There was no Mun landing!
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40€ is by far too much to ask (paid 27$ on the squad website ). I am guessing that the current demo is running on the same principal as the 0.18 (?) demo. If that is the case, I wouldn't be compelled to pay 40€ for KSP.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
EVE is working just fine for me. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
dom700 replied to TriggerAu's topic in KSP1 Mod Releases
I am having a similiar issue with New Horizon, clicking on the lower half of the "Kerbin" box, selects "Mun" instead, no idea why -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
dom700 replied to TriggerAu's topic in KSP1 Mod Releases
You can only have it calculate a transfer window from planet to planet, here: From Sarnus to Kerbin -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
I noticed something weird, entering Kerbin orbit is no longer enough (since 1.35) for crew to reach level 1. They still gain 2 xp points in total, but the requirement for level 1 appears to be something like 2.3 xp. Does it maybe have something to do with the changes to the science multiplier you made? Of course it is no big issue, but I always considered returning from Kerbin orbit appropriate for recieving level 1. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
Well, most missions are perfectly fine, first came Kerbin Missions, then Sonnah/Mun/Serran Just those weird missions from Orbital Science sometimes want me to go to Minmus (Collect Data from SOI mission type, which I also got for Sonnah, Mun and Serran) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
I totally agree with the way the Sorran system is right now (except for the temperature of the main body, which I know will be fixed once Kopernicus fixes its problems ) What bugs me though is the fact that I get missions for Minmus quite early (around the same time as Serran/Sonnah/Mun missions) and those missions have a ridiculously low time window for completion. I mean.....I am getting 9 years to put something into Kerbin orbit, but only 3 years to go to Minmus, collect science and come back to Kerbin... (Transfer Window Planner laughed at me because of that mission) Is this some idiocy from Orbital Sciences (because only the missions from that pack were for Minmus) or is there another reason? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
Please don't. I like those "realistic" planets (by KSP standards) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
Like I said, I consider it very funny that I managed to send a manned ship into the Sonnah SOI, do the "Explore Sonnah" Mission and deploy a communication satellite. Considering the circumstances I am going to give my pilot some award. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
I totally understand that 1070 bla °C would be the ambient temperature through your explanation. What I don't get is the fact that the ambient temperature can sometimes be -200 (deep space). If the temperature gradiant is completely missing, there is no way there would be any other temperature. Even more so, the temperature of the whole craft changed sometimes depending on which part I selected with right mouse. I could switch between 2 fuel tanks, changing the ambient temperature for all parts that way. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
Now I am wondering why I have a different ambient temperature when I point my ship in a certain direction (or just move the camera) -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
Thank you for the quick advice, btw it is a very interesting bug imho I managed to deploy a communication satellite around Sonnah by keeping it pointed in the right way xD -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
I am currently experiencing some weird bug inside the Sonnah SOI. Depending on the orientation of my craft (and the camera...), the ambient temperatur (displayed by DRE) will suddenly go from -200 to 1070 (well the exact temperature of Sonnah's atmosphere), causing the craft to explode. (I even took some screenshots showing different ambient temperatures from different camera angles) Any advice for me? -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
Thank you for your great and swift work Ashley, I will check it out today. Assuming there are no game-breaking issues (I could even live with a few broken worlds) this will be my new main 0.90 career -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
dom700 replied to KillAshley's topic in KSP1 Mod Releases
I just registered, because I think I might be able to give some useful information in this problem. Recently not only the ships disappear (which isn't so much of a problem because it only happened upon loading of the savegame), but the missions also disappear, even leaving behind the experimental parts (so apparently they do not fail/complete). Sometimes only a few missions disappeared, sometimes all of them. Especially weird is the fact that the missions have apparently more opportunities to disappear, once they disappeared when I went from Mission Control to the VAB.